Product Chat / No pressure Lee, just make GG look like this please.

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AmenMoses
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Posted: 12th Mar 2017 00:07


The new Drizzlepath game unless anyone was wondering, took almost 3 hours to complete, huge level, I don't know how he does it the level of detail is amazing.

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Teabone
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Posted: 12th Mar 2017 00:19
A lot of that is just good quality custom assets. Not entirely something that Lee himself would be working on.
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devlin
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Posted: 12th Mar 2017 01:57 Edited at: 12th Mar 2017 02:00
looks nice need more quality media we do.
oh just looked at it wow is very nice.
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Teabone
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Posted: 12th Mar 2017 02:20
The terrain certainly looks a lot like what can be done in Game Guru. The only difference I really see is some nice skyboxes, shaders and detailed models. All things that we could improve upon.
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AmenMoses
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Posted: 12th Mar 2017 08:49 Edited at: 12th Mar 2017 08:54
You may be right, that static scene possibly could be replicated in GG with some high quality assets and fancy skyboxes (and a whole lot of skill) but if you have a spare fiver go get the whole thing and check it out, I think it is one on the prettiest 'games' I've ever seen.

btw, the steam link above is to the original Drizzlepath game, the one I'm talking about is the latest (4th) instalment which is way better.

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arfur9
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Posted: 12th Mar 2017 09:07 Edited at: 12th Mar 2017 09:23
with stuff like this anything is possible

the free log works fine in GG, although the texture goes a bit screwy

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devlin
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Posted: 12th Mar 2017 09:36
i wish that someone could make a shader to accept pbr textures.
mabie in the future GG will be able to cope with it.
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AmenMoses
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Posted: 12th Mar 2017 09:47 Edited at: 12th Mar 2017 09:53
@arfur9

As I'm not a modeller this is what I end up with:

Not sure how to get that into GG nor whether I'd really want to!

added:

The file list, what are all those files and how would one go about getting GG to read them?

This is a rock for goodness sake! I can accept than an animated animal would be difficult, even an animated flower, but a rock?
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arfur9
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Posted: 12th Mar 2017 10:10 Edited at: 12th Mar 2017 10:38
I used C4D first and converted it to x format

edit
Or Blender, just remember to up the scale .... A lot!!
The uv mapping looks right, C4D messed it up somehow

edit 2
ah Blenders version seems to get messed up, it loads fine in the model importer but all weird in the level editor
AmenMoses
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Posted: 12th Mar 2017 10:44 Edited at: 12th Mar 2017 11:02
$3000 ???

I think I'll try another tool first.

Ultimate unwrap did the trick but GG importer only accepts one texture file. It's a start I suppose.
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Belidos
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Posted: 12th Mar 2017 12:22 Edited at: 12th Mar 2017 12:23
You don't need to use the importer, in fact for multitexture models its best not to.

You just need to make the fpe and a 64x64 bmp file and leave the textured line blank, put all the textures in the same folder as the fpe BMP and x files then drop it into a folder in you entitybank and it should work

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AmenMoses
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Posted: 12th Mar 2017 12:50
Don't they have to be named in a specific way for that to work? And does it matter that they are jpg images?
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Pirate Myke
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Posted: 12th Mar 2017 13:41 Edited at: 12th Mar 2017 13:44
This is how I get mine to work in GG from the megascan library.

The FPE file


I convert the texture to .dds in GIMP. Naming them the GG way, with the _ extensions.
Albedo is the _D
Normal is the _N
I blend the gloss and specular together in GIMP for the _S file

Convert the .obj or FBX file to x file. (this can be done in Fragmotion) I am a 3ds max user.

You can name the texture what you want, as long as it is the same name in the FPE file.
For multitextured objects (which mega scan objects are not, leave the texture name field blank.

If you use one of these texture programs to get your assets, then Specular PBR (GGX) output is the closest for Game Guru use.

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AmenMoses
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Posted: 12th Mar 2017 14:03
Aha, looking better now.
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Pirate Myke
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Posted: 12th Mar 2017 14:09
Yes it does.
The only thing you may need to do is flip the green channel of the normal map to get the normals the correct direction for Game Guru.
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AmenMoses
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Posted: 12th Mar 2017 14:29
How do I do that?
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arfur9
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Posted: 12th Mar 2017 15:01 Edited at: 12th Mar 2017 15:06
in gimp you can use "Levels" select the green channel and swap the output levels.. you can see in the preview that the normals change.. I think the scan images are for OpenGL which most cross platform engines and render engines use hence why the direction is wrong
Pirate Myke
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Posted: 12th Mar 2017 15:12
In GIMP open the normal map.
Go to the channels dialog.
Choose the green channel.
Color menu, choose invert color.
Go back to the layer dialog.
Save the image.
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Ertlov
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Posted: 12th Mar 2017 17:27
Indeed. Those assets kick A.
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3com
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Posted: 12th Mar 2017 18:15
Nice environtment Myke, you are making nice stuff with those trains.
Love your terrain.

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Jerry Tremble
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Posted: 12th Mar 2017 18:44
That sure is pretty!
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science boy
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Posted: 12th Mar 2017 19:20 Edited at: 13th Mar 2017 00:28
[img][/img]

this i did ages ago, as teabone said its getting the assets and settings and placing.

[img][/img]

i will do another new one to see if we can aim for that

here ya go just a quick go

[img][/img]

[img][/img]


now i may put lots of plants in it to show a more complete landscape
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Posted: 13th Mar 2017 10:14
I played the first Drizzlepath game, well... It was ... A little bit boring...walking sim.
Made with Cryengine.
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AmenMoses
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Posted: 13th Mar 2017 19:11
The newer ones are much better, made with U4.

It's not so much getting one view looking like that I find impressive, it's the fact that he continues it for hours of walking around and at no point does the performance suffer (I'm running it @2K with all the settings on maximum).
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Ertlov
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Posted: 14th Mar 2017 10:31
Hm. I gave that Quixel stuff a try, and some of the scans are indeed impressive. However, I soon discovered a mismatch between the GG terrain and the quality of the assets.

So I am currently working on a Megascan-PBR-based terrain set, just to prove myself it can be done, without editing / changing the terrain shader. It seems like AO can be baked into the Diffuse reasonably.

First try screenshot attached.
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Pirate Myke
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Posted: 14th Mar 2017 15:44
Yes Ertlov you can do this. I have done it a few times.

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Ertlov
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Posted: 14th Mar 2017 15:53
I should add "and make it look like in the preview renderings on the Quixel page".
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Wolf
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Posted: 14th Mar 2017 18:27 Edited at: 14th Mar 2017 18:57
GG in itself does not look like anything.

I'm sure I could replicate this to be precisely like this if I had the exact same assets.



-Wolf

Edit²:
Quote: "It's not so much getting one view looking like that I find impressive, it's the fact that he continues it for hours of walking around and at no point does the performance suffer (I'm running it @2K with all the settings on maximum)."


Nevermind my show offy post then. This is a good point. Don't expect GG to have UE4 optimization though (even if it had, most assets wouldn't support it and I don't see Lee adding these "Make LOD" features anytime soon, at least not with the current voting board results.
Ertlov
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Posted: 14th Mar 2017 22:30 Edited at: 14th Mar 2017 22:32
Quote: "I'm sure I could replicate this to be precisely like this if I had the exact same assets. "


Yeah, but let's see what we can do without replicating another scene, just showing a scene (NOT A GAME) that visually kicks in.
It's also a nice distracting challenge aside of making our games ^^

slow and steady, and with a lot of trial & errors...

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Wolf
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Posted: 15th Mar 2017 18:15
Good stuff @Ertlov!

Alright!

Here is some of my more recent outdoorsy stuff.













For Acythian I'm also planning on some more "advanced" outdoor levels with a slightly more "current gen" look to them.
I'll try to do this without directly replicating current design trends. We'll see...maybe I fail miserably



-Wolf
Ertlov
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Posted: 16th Mar 2017 09:19
Some very impressive screens, as always, and I guess I already know the scenes from your threads and IndieDB presence.

I will need an additional week or two until I have melt together all I have in mind to mimic a next-gen look in a scene, but it's possible for sure.
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Preben
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Posted: 17th Mar 2017 14:04
Wow your really making some GREAT scenes here

I think everything is procedural generated , it looks a lot like when i generate terrains using gaia. Perhaps i should see if im able to import a heightmap into GG should not be that difficult, but mainly the procedural placement like tree/foliage/rocks/houses etc.. those also need to get into GG thats a huge problem , it takes a few hour to make a landscape like this in gaia. http://www.procedural-worlds.com/gaia/made-with-gaia/shroud-of-the-avatar/


best regards Preben Eriksen,
Ertlov
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Posted: 18th Mar 2017 10:08
Getting there, slowly. Curious what Wolf will throw in next.

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Pirate Myke
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Posted: 18th Mar 2017 12:37
Nice screen shots.

I see in your second shot that the distant shadows are messed up on the hill.

Looks like the reflection got it rendered right, but the terrain itself shows shadows a weird way.

I am seeing this same behavior.
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Ertlov
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Posted: 18th Mar 2017 12:45
Yes, this somehow relates to:

LINK FROM YESTERDAYS ISSUE

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Pirate Myke
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Posted: 18th Mar 2017 12:48 Edited at: 18th Mar 2017 14:24
I saw that thread also. I see this with stock terrains also.
Let me check the detail maps of those also.

Just ran some more tests on terrain. This is the stock Lush 2 one.


This is my settings.fx file.


My distance range and transition range in the Visuals options (tab tab) are set to 100. Shadows at 62, All shaders on highest. Bloom at 1, no fog.

I am not seeing that pattern from the other thread.
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Ertlov
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Posted: 18th Mar 2017 14:45
na, the pattern was gone as soon as I added a detail map, but the weird shadows persist.
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Wolf
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Posted: 18th Mar 2017 19:38
I'm away from my home PC for a while, so I'll not contribute anything for some time now

@Ertlov: I think you'd get better results if you use a conventional grass texture for the foliage-painty-thing and place in some other plants to mix it up. Also replace those tree models? That ship looks phenomenal though!
Ertlov
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Posted: 18th Mar 2017 20:08
Yeah, that's still Rolfys old sailing lady
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Ertlov
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Posted: 19th Mar 2017 09:26
Quote: "Also replace those tree models?"


WHich ones do you mean? can you tag them in the screens?
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Preben
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Posted: 19th Mar 2017 15:54
GG Loader now allow you to convert normal heightmaps to GG terrains ( m.dat ) files. heightmaps are low res and makes some steps in the terrain so you have to smoothen everything after import, so i also made a unity raw terrain importer , that gives you the terrain you see in unity.
Using random generated terrain can make some cracks/slopes looking natural , some that are nearly impossible to make by hand , i added a few images of converted heightmaps displayed in GG , and i tried to through in some default media in one to see how it looks:



Now on to trying to get procedural generated object placements ( rocks,tress ... ) into GG if at all possible
best regards Preben Eriksen,

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cybernescence
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Posted: 20th Mar 2017 01:35
That's great Preben - can you explain how please? Is a new version of GG Loader required?

Is your raw terrain importer going to be a new tool to buy at some point?

Cheers.
Preben
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Posted: 20th Mar 2017 16:46
cybernescence: Yes new version, i will see if i can get it up there tomorrow. No new tool planned, fits GG Loader perfect, get your terrain to GG, make your level, and get it right back into GG Loader. Added 3 GameGuru terrain levels to all daily3d.com accounts so everyone can try it now, they are already converted and ready to use.

Here is a video that show the process to convert a height map to GameGuru.




Unity is just used as an example, it can convert any standard height map texture. If you don’t fool around like i do in the video, you should be able to convert a height map into a GameGuru level in 5 minutes.

Login to your daily3d.com account and download 3 free GameGuru terrain levels ( GG Loader not needed they are already converted ), different terrains you can use for anything you like.

http://www.daily3d.com/product/support-gameguru-shader-work

creater1.zip: a large creater. hope your not afraid of heights.
terrain1.zip: a random terrain.
island1.zip: is the one from the video.

Just rename to .fpm and copy to your mapbank.

Enjoy and hope to see the next GG Drizzlepath game created using one of these terrains
best regards Preben Eriksen,
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Posted: 20th Mar 2017 19:49
This is just awesome stuff on here.
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cybernescence
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Posted: 21st Mar 2017 08:55
Thanks Preben. I'm wanting to try and get a tileable terrain imported into GG for the main terrain that can also be used as an entity to be positioned at the edges of the terrain dynamically to create a convincing 'endless' terrain. Then can procedurally populate with trees and animals in range of player view. I've got most of it working but the tileable terrain has eluded me so far. Sounds like you have come to the rescue again

Cheers.
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Posted: 21st Mar 2017 18:30
Quote: "can you tag them in the screens?"


The ones with the brighter bark (Rinde) They look very subpar in my opinion ( the default foliage collection is a mixed bag of very good and very poor assets. This one cheapens your scene immediately.)



I don't mean to seem like I'm trying to be edifiying to a veteran of the business, just dropping my 2 cents as usual
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Posted: 21st Mar 2017 19:44
cybernescence : To get a perfect result, import height map in unity , export as 16bit raw , and export terrain as mesh at the same time, so they will be 100% the same, btw: you can download it now
best regards Preben Eriksen,
Ertlov
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Posted: 22nd Mar 2017 12:45 Edited at: 22nd Mar 2017 13:04
Quote: "I don't mean to seem like I'm trying to be edifiying to a veteran of the business, just dropping my 2 cents as usual "


And, as usual, I agree in some parts and disagree in several others

When you take a look at the mesh and texture atlas, the birch (Birke) is one of the best assets in the Foliage package. At least in my eyes

Overall:

I believe we can either mimic the looks from modern games with whatever we have at hands now (brute force trying to look as good as any 3D game today), OR we hide the weaknesses with the usual given tools (design around limitations, restrict ourselves to scenes we can show satisfyingly, fog as camoflage for shortcomings e.t.c.). I understand you prefer the second option, and I have done the same on Father's Island, and will most likely do in Into the Ice, but this playground track here is to prove that the first one can be done, too.

And if it turns out that it cant be done, fine with me - at least I know then.

But at the moment, I refuse to look at a screenshot from a really good Unity or half-hearted UE4 game and tell myself "This can't be done in GG". Just because noone tried.

Example - This is one of the nicer screens from "The Forest", which is praised for its visuals:



And I believe we can do something like that in GG, too.
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arfur9
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Posted: 22nd Mar 2017 13:19
The big difference is unity and unreal can do instances of models, my cr*ppy Quadro 600 can render over a million instanced tree's In a static image, if it was actual models I'd be lucky to load 20
If you are interested in the power of instances and proxies look at Skatter for Sketchup
3com
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Posted: 22nd Mar 2017 13:29
@ Prebem
Great as usually.

Prompting me to enter password, to unzip crater1.zip file.
Am I missing something?

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